Interceptor Weapons

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Re: Interceptor Weapons

Post by Searge-Major »

Shadow Wolf TJC wrote:The name of your mod should appear at the top-left corner of your screen once it's been loaded. Does it appear there?
Here's a screenshot, I've rotated it so you can read the text on the right. There is nothing in the top left corner, I cannot understand why. O_o
wz2100-20120321_173628-main.png
As you can see, there is a section which says "modified locally". This appears whether or not a mod is loaded though, but I cannot find anything else on the main page. :(

P.S. With no way of testing, I am suspending work on the mod. :(

Question to the devs: Is there any possible problem with modding in the 3.1 series? Just that I know of no 3.1 mods, and I'm wondering if this wasn't tested.
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NoQ
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Re: Interceptor Weapons

Post by NoQ »

No no, it's on the other screen. On the game setup screen.
P.S. An example of 3.1 mod. No, there is no problem with modding in the 3.1 series.
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Re: Interceptor Weapons

Post by aubergine »

On a mac, mods are listed on the main menu screen top-right. Well, AI mods that is, I've not tried other mods.
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effigy
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Re: Interceptor Weapons

Post by effigy »

aubergine wrote:On a mac, mods are listed on the main menu screen top-right. Well, AI mods that is, I've not tried other mods.
I think that's true for all. There's something different going on with Nullbot, where playing him in the maps directory allows you to host him in MP games.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: Interceptor Weapons

Post by NoQ »

No, it's not different, i think. Maps is some sort of autoload folder, it's just not checked before the game; and custom AIs don't cause desync during the game because AIs are run on host machine only. Nothing more special.
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Re: Interceptor Weapons

Post by Searge-Major »

Problem found. :D

When 3.1 installed and was run for the first time, it created the mods folder (among others) in my home directory. However, the subfolder generated was not autoload but autoplay. I don't know why it did this, maybe it's a bug :( , but on a hunch I made a new folder called autoload. I am happy to say NoQ, that Nullbot shows up as loaded on the top left of the main screen as predicted. :3

Now to test my mod... :D
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Re: Interceptor Weapons

Post by Searge-Major »

Ok, yet again I have mod problems, and looking at the logs, I'd say it's with the strings.txt.

I will be downloading some mods and looking at them to see whether I can gain any useful info, but any help from here is worth a lot more to me. :wink: Thank you.
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

I recently found out where to find crash dumps for whenever my game crashes, and they have helped me find out what's causing the problem more quickly. Go here for more details.
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Re: Interceptor Weapons

Post by Searge-Major »

Shadow Wolf TJC wrote:I recently found out where to find crash dumps for whenever my game crashes, and they have helped me find out what's causing the problem more quickly. Go here for more details.
This only appears to work for 2.3.9 :( . I'm not switching back, so unless someone can provide further feedback I shall put the mod on the backburner. :( Sorry for all the trouble.
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

It worked for me when I was working on my mod for 3.1. I just opened the following directory: C:\Documents and Settings\Owner\My Documents\Warzone 2100 3.1\logs (I'm using Windows XP btw.)
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Re: Interceptor Weapons

Post by Searge-Major »

Well, I'll do some trawling, and see what I come up with. Meantime, today and tomorrow are my playing days. :D

I'll be on IRC within the hour.... :ninja:
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Re: Interceptor Weapons

Post by Searge-Major »

Just to say: This project is still alive.... :zomby:
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Re: Interceptor Weapons

Post by Searge-Major »

Started from scratch again. I simply added a single weapon definition to weapons.txt, tried loading and running it, wz exited with a error message when I tried to host a game, saying that it couldn't find a definition in names.txt.

I have added a definition, however now WZ will not even start, crashing with error message saying "failed to parse wrf/frontend.wrf". I have looked and there appears to be no such file. :(

It is not a problem with WZ itself, if the mod is removed from "autoload", WZ starts normally.

Any enlightenment?

Regards, Searge
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

Check your most recent logs (their names begin with the phrase "WZlog"), which are found, if using Windows, under, for example, C:\Documents and Settings\Owner\My Documents\Warzone 2100 3.1\logs. That's how I managed to fix all the bugs for my project that were throwing these kinds of error messages.

Edit: If you find that log, and you still don't know what's happening, then perhaps you could upload it here?
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Re: Interceptor Weapons

Post by Searge-Major »

One WZLog. As I interpret it, there's something in names.txt that is causing parsing issues with wrf/frontend.wrf. Any alternative interpretations, or if someone can read further into this, great. :)

If someone could also look at the names.txt file in the mod (attached in my last post), maybe tell me what is wrong with it?

Regards, Searge
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